Spawn A Player when player pass y coordnat - coordinates

I'm working on a plugin. I want to spawn a player when a player come a y coordinates(Fall Down). I tried scheluder (some resources says) but i didn't do it
how can do it?
Thanks For Answers

You can use an event handler for the PlayerMoveEvent, and then check if the Y coordinate is less than your threshold, and if it is, teleport them to spawn with the Entity#teleport(Location) method.

Related

The turret of tank can not be turn towards the player pawn? where is the problem?

I have a simple game done using unreal engine 4,
The turret of the tank should turn toward the player pawn.
I made the blueprints code to build that, but the turret rotates quickly and incorrectly.
Video about problem
I tried to solve the problem many times without any results !!
Hope to help me.
There are probably a few ways you can do this, but you can simplify this quite a bit. I also suspect you can do all of it in the animation blueprint.
Simplify the first part (XDoMa.jpg) using the Find Look At Rotation node.
Break the output of this and create another rotator with the yaw from that node and the pitch and roll from the turret's world rotation (you're currently setting pitch and roll to zero in cDJ08.jpg, which you don't want to do in case the tank is on a slope).
To rotate the turret to point at the target, use the RInterp To node and connect its output rotator to a Set World Rotation node. The nice thing about the 'RInterp To' node is that you can set the speed. For a bit more realism you could use some simple maths to accelerate and decelerate the turret's rotation.
Another thing you'll want is a bool variable in the tank actor BP. Then you can use a branch in the animation BP to trigger the stuff above when you set the bool to true.
The key parts to this are the Find Look At Rotation and RInterp To nodes, and to do all of it in the animation BP.

Actionscript 3.0 - MovieClip using it's own x, y coordinates

Basically, my problem is that I spawn a movieclip at coordinates where the mouse is clicked, then the movieclip is set to fall to a certain point, which is about to y=400.
The problem is that it takes the point where it spawned as the 0,0 coordinate and does it's actions using it. For an example, if I'd click at coordinates of 250y, it would fall to 650y. Is there a method where I can take the stage coordinates and use them in the movieclip, locally?
Also, I have another problem, which I haven't gotten around at fixing yet. My movieclips are set to highlight when they're hovered over with the mouse, but they are moving to the right at a constant speed. The problem is that the place where I have to hover over to highlight the movieclip doesn't change.
You would be interested in globalToLocal and localToGlobal methods on display object.
where globalToLocal(point) would transform the point to local coordinates. In your case the point is the stage x and stage y of the mouse event.

Unity physics about collision and energy

I have been working on a Unity ping pong game using the Leap Motion. I use rigidbody.MovePosition() to move the paddle. However, when I hit the ball (which uses gravity), the paddle launches it too far. Even when I change the masses of both, it doesn't do anything.
What variable should I change to reduce this energy going into the ball?
From the following link.
"MovePosition will put your object at the target location, no matter what. It may push aside other objects in a realistic way, or may blast them out of the way, or may just pass right through them. But it will gladly move you through a solid wall or a mountain.
If you're using MovePosition on a rigidbody to add from where you currently are, it looks like AddForce. With AddForce, the physics step does all the work: applies your velocity, sees the collision and handles the bounce. With MovePosition, the physics step sees you're mysteriously overlapping a solid object. If it isn't too much, it will bounce you apart."
You won't need to use MovePosition. Instead, you can figure out the direction of the shot (based on the position of the ball relative to the paddle). Then you can add an impulse force in that direction to the ball.
Pseudo-code (from the following link):
Vector3 shootDir = ballPosition - paddlePosition; // Calculate direction of the shot
shootDir.Normalize(); // Normalize the shot vector
ball.AddForce(shootDir * speed, ForceMode.Impulse); //Add impulse force in correct direction.
Credit due to Owen Reynolds and Tim Michels.

Positioning particles and life span of particle system in AndEngine GLES2

I am using particle system in my game, in andEngine GLES2, to produce a glittering effect.
I could not find a way to position particles after these are attached to the scene(run time).
Secondly i want to know if there is a way to make a check on the particles movement like listener in animations because I want to stop particles to emit after they expire first time.
Any help in this regard will be much appreciated.
First positioning particle system, There is a method setCenter that you can use in following manner.
particleEmitter.setCenter(pSceneTouchEvent.getX(), pSceneTouchEvent.getY());
Also you can see basic andengine example to clear your concept.
Second stop particle system, As per my consideration there is no listener for particle system. So to satisfy you need you have to think differently. You have to use TimerHandler to satisfy your need. When first time onTimer method of TimerHandler gets executed at that time you have to detach particle system or whatever you want to do.
if you want to move particles in different directions then add
new VelocityParticleInitializer<Sprite>(30,-42, -40, 40)
to the partial system.
Example:
systemBallParticleSystem.addParticleInitializer(new VelocityParticleInitializer<Sprite>(30,-42, -40, 40));
Second point
when partical effect started register a delay modifier and detach your system after that time
Example:
registerEntityModifier(new DelayModifier(pDuration, pEntityModifierListener));
in this pEntityModifierListener you can detach your partical system

Libgdx applyforce to actor to finger touch/moving direction

Consider I am pulling bus by finger touch and drag movement. Road is not straight. so if i am moving my finger along the road . the Bus should follow the finger along with some rotations that will be needed when there is turn.
First finding the distance between actor and touchpoint and if it is less then
I am simply setting the position of bus (Actor) to touch points location.
now it feel like i am dragging bus.
Now I have to handle the rotations.
can i apply force to actor towards touchpoint??
can i handle rotation of actor towards touchpoint ...
simple logic in my mind is dragging finger means drawing a line..now i have to match center line of the actor to dragged line..
please give me hint regarding handling the rotation of bus.
Thanks,
It sounds to me like you just want the bus to follow a path like a normal bus would follow a road.
You can rotate a body by applying torque to it. That means you will use applyForce(...) and not use the center of mass as the point to apply the force to.
But you don't want to apply a force and make it move towards a certain target point like that, because that would just look weird and you would need some special handling for realistic car physics (for topdown you can see that here http://www.iforce2d.net/b2dtut/top-down-car).
Better just calculate a path yourself and calculate the angle between different points on that path. Then use body.setTransform(...) and set the position and the rotation of the bus manually. That's how you would do it as well, if you wouldn't have any physics engine.